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SF thing

#1 User is offline   Risu2112 

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Posted 17 December 2010 - 04:03 AM

Hey I meant to upload this like 15 months ago.

enjoy!

This is a slightly revised version of the one weasel played in this video:


if there is interest I might wrap this into a small game. Enemy stats are all in the text files feel free to dick around with them if you can figure it out.

Attached File(s)


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#2 User is offline   Risu2112 

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Posted 17 December 2010 - 04:08 AM

Change list from 1.5 (video version) to 1.51 (uploaded version)

Fixes:
*critical hit tables now work for player and enemies. your ship will break MUCH faster now, but so will the enemies
*no more juggling enemies that are dying.
*no more firing at enemies that are dying.

Changes:
*damage popup colors, c1f for enemy c5f for player
*Capactitor info colors, entire "draining" line now changes color to red when you are draining your cap
*entire capacitor line changes color for current capacitor level
*capacitor and drain/charge lines now turn fully grey when capped out
*energy and drain lines now change color and set to zero WHEN you cap out rather than 25 cycles after your engines cut off. This hopefully makes it a little more clear what happened when everything powers down

*Engine start up delay increased to 50 cycles (when you cap out your engine doesn't start generating again for 50 cycles, up from 25)
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#3 User is offline   Risu2112 

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Posted 20 December 2010 - 11:38 PM

Btw did any one like it?
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#4 User is offline   Seventh Shade 

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Posted 21 December 2010 - 12:46 AM

I've been spoiled by Transcendence so I don't know if I can really appreciate a game that limits you to linear upgrades of the same set of weapons/shields/etc. Why are shields activated with the X key instead of the 4 key? The critical hit effects are pretty interesting but it's a little hard to maneuver well enough to take advantage of them.

Overall, fairly neat and well programmed but it needs more variety.
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#5 User is offline   Risu2112 

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Posted 21 December 2010 - 02:41 AM

View PostSeventh Shade, on 20 December 2010 - 04:46 PM, said:

I've been spoiled by Transcendence so I don't know if I can really appreciate a game that limits you to linear upgrades of the same set of weapons/shields/etc. Why are shields activated with the X key instead of the 4 key? The critical hit effects are pretty interesting but it's a little hard to maneuver well enough to take advantage of them.

Overall, fairly neat and well programmed but it needs more variety.


Flexible hard points is a reasonable idea I have toyed with for a bit.

There would have to be some restrictions though, namely only 0 or 1 missile systems (character set limitations.) Outside of that one however the code was initially designed with modular hard points in mind.
Also allowing player to remap keys is acceptable. I like having shield separate from the weapon toggles, but using '4' for it is reasonable.

This post has been edited by Risu2112: 21 December 2010 - 02:43 AM

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